using System.Linq; namespace Barotrauma { /// /// Increases the skill level of a specific character. /// class GiveSkillExpAction : EventAction { [Serialize("", IsPropertySaveable.Yes, description: "Identifier of the skill to increase.")] public Identifier Skill { get; set; } [Serialize(0.0f, IsPropertySaveable.Yes, description: "How much the skill should increase.")] public float Amount { get; set; } [Serialize("", IsPropertySaveable.Yes, description: "Tag of the character(s) whose skill to increase.")] public Identifier TargetTag { get; set; } public GiveSkillExpAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { if (TargetTag.IsEmpty) { DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": {nameof(GiveSkillExpAction)} without a target tag (the action needs to know whose skill to check).", contentPackage: element.ContentPackage); } } private bool isFinished = false; public override bool IsFinished(ref string goTo) { return isFinished; } public override void Reset() { isFinished = false; } public override void Update(float deltaTime) { if (isFinished) { return; } var targets = ParentEvent.GetTargets(TargetTag).Where(e => e is Character).Select(e => e as Character); foreach (var target in targets) { target.Info?.IncreaseSkillLevel(Skill, Amount); } isFinished = true; } public override string ToDebugString() { return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(GiveSkillExpAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " + $"Skill: {Skill.ColorizeObject()}, Amount: {Amount.ColorizeObject()})"; } } }